Collect gems
Pick your colors from the supply. Save up for the workshop you have your eye on.
A LITTLE GEM. A GRAND AMBITION.
Turn gems into workshops, and workshops into possibilities.
Gather your friends. Build something brilliant.
All you need is a phone each. A shared screen is optional.
THREE CHOICES. MANY POSSIBILITIES.
Pick your colors from the supply. Save up for the workshop you have your eye on.
Every workshop brings a permanent discount. Your next purchase gets a little easier.
Meet the guild’s needs for extra points. Reach 16 to trigger the final round.
Play with 2–4 seats, including optional computer opponents. Take turns around the table. The market has three tiers with four workshops each. A gem at the top means a permanent discount; stars are points; gems at the bottom are the base cost.
Collect up to three different gems, one of each; or two of one color if at least four remain in that pile. Star sand cannot be collected directly. Instead you may build or reserve one workshop, or pass. There is no turn timer.
Build a market workshop or one you reserved. Each owned workshop reduces future costs by one gem of its color, every time. Colored gems pay first; wild star sand covers the shortfall automatically. Spent gems return to the supply.
Reserve one market workshop privately and take one star sand if available. Hold at most two reservations; they stay until you build them. Your pouch holds nine gems including star sand. If you exceed nine, choose the excess to return before the next turn.
Commissions require the permanent discounts shown on them. At the end of your turn, complete the first eligible commission in table order for three points. Spend no gems or workshops. Claim at most one per turn; claimed commissions are not replaced.
After anyone reaches 16 points, finish the current round so everyone has the same number of turns. There is a 40-round limit. Highest score wins; ties favor fewer workshops, then share victory. Computers use the same rules and only their own pouch and public market.
A shared screen is optional. The host creates a viewing code in the menu. Phones then collapse the public market by default; you can expand it anytime and your choice stays. A disconnected screen shows a notice. Every phone can play a full game alone. Gem details and reservations stay private.
Refresh to reclaim your seat. Offline turns wait for reconnection; the host may play one step for an offline player. To change devices, first generate a one-use transfer code on your original phone, valid for 10 minutes. Keep it private. Rooms expire after 24 hours without actions or when the last human leaves. Games pause after a server restart until the host resumes.